Difference between revisions of "Talk:E6 (3.5e Sourcebook)/FAQ"
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You mentioned UA in your FAQ, but you skipped over one question that was raised in my mind immediately after reading this: '''Does E6 work well with any of the alternative hit point systems in Unearthed Arcana?''' As an outside point, I like using the wound point system with my own home brewed critical and coup de grace rules.--Change=Chaos. Period. [[User:Spazalicious Chaos| SC]] 08:24, 16 December 2010 (UTC) | You mentioned UA in your FAQ, but you skipped over one question that was raised in my mind immediately after reading this: '''Does E6 work well with any of the alternative hit point systems in Unearthed Arcana?''' As an outside point, I like using the wound point system with my own home brewed critical and coup de grace rules.--Change=Chaos. Period. [[User:Spazalicious Chaos| SC]] 08:24, 16 December 2010 (UTC) | ||
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+ | Speaking of Unearthed Arcana, I thought of that when reading the FAQ about multi-classing to gain extra saves. I believe it is in Unearthed Arcana that the optional rule to calculate saves when a character adds a new class is dropping the +2 for good saves and instead adding the 1/2 that one essentially gains per level for good saves and 1/3 for poor saves. A tiny bit of extra record keeping, but eliminates the problem of extra-high saves for multi-classing. |
Revision as of 14:04, 16 October 2012
The question of the missed question
You mentioned UA in your FAQ, but you skipped over one question that was raised in my mind immediately after reading this: Does E6 work well with any of the alternative hit point systems in Unearthed Arcana? As an outside point, I like using the wound point system with my own home brewed critical and coup de grace rules.--Change=Chaos. Period. SC 08:24, 16 December 2010 (UTC)
Speaking of Unearthed Arcana, I thought of that when reading the FAQ about multi-classing to gain extra saves. I believe it is in Unearthed Arcana that the optional rule to calculate saves when a character adds a new class is dropping the +2 for good saves and instead adding the 1/2 that one essentially gains per level for good saves and 1/3 for poor saves. A tiny bit of extra record keeping, but eliminates the problem of extra-high saves for multi-classing.